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TRANSCRIPT
Abstract
Touch screens are a key component of consumer mobile devices such as smartphones and
tablets, as well as an increasingly common self-service component of information retrieval on
fixed screens and mobile devices in-store. The ubiquity of touch screens in daily life
increases consumer accessibility and extended use for shopping, whilst software innovations
have increased the functionality of touch screens, for example the extent to which images
respond to fingertip control. This study examines how users engage with interactive visual
rotation and tactile simulation features while browsing fashion clothing products on touch
screen devices and thus contributes to retail touch screen research that previously focused on
in-store kiosks and window displays. Findings show that three dimensions of user
engagement (endurability, novelty and felt involvement) are positively influenced by both
forms of manipulation. In order to examine the extent to which touch screen user engagement
varies with individual preferences for an in-store experience, the paper also examines
whether user engagement outcomes are mediated by an individual's need for physical touch.
Findings show that the need for touch does not explain the variance between individuals. We
conclude that touch screen technology complements the physical retail environment.
Keywords: touch screen; engagement; smart retail; clothing; haptics; image interactivity.
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1. Introduction
Touch screens have transitioned from being present on consumer mobile devices such as
smartphones and tablets to becoming an increasingly popular self-service technology present
within the retail environment in a range of forms such as information kiosks, window
displays and check-outs (Tüzün, Telli & Alır, 2016). Touch screen technology has a strong
appeal for consumers as it allows them to use their fingertips and removes the need for any
intermediary devices (i.e. a mouse or a stylus) when retrieving information (Benko, Wilson,
& Baudisch, 2006). Survey evidence shows that touch screen presence increases intention to
visit a physical store amongst 65% of UK consumers (Gilmartin, 2016) and thus the in-store
touch screen provides a competitive response to online challengers (RSR, 2016a) by allowing
conmsumers to find out more about products or customise their shopping experience. The
ubiquity of touch screens on both consumer mobile devices as well as being fixed in-store
increases consumer accessibility and enables extended use both in-store and outwith the store
(Gilmartin, 2016; RSR, 2016b; Shankar, Kleijnen, Ramanathan, Rizley, Holland &
Morrissey, 2016). In the UK and US, mobile traffic now constitutes the greatest proportion of
ecommerce traffic (eMarketer, 2016) and online shopping is the most popular web browsing
activity for smartphone users in the UK (Deloitte, 2016).
There is a recognised need for research that examines consumer perceptions of specific
touch screen features on mobile devices (Pantano & Priporas 2016; Blazquez, 2014). For
fashion retailers in particular, ensuring the effectiveness of screen-based product views is a
widely discussed challenge (Kim, Kim & Lennon, 2007; Klatzky & Peck, 2012; Eroglu,
Karen, Machleit & Lenita, 2001) and mobile marketing requires a distinct set of
competencies (Ström, Vendel & Bredican, 2014). Chung’s (2015) experimental study found
use of touch screens to browse an item of clothing led to greater shopper engagement, which 2
subsequently led to higher satisfaction with shopping, higher purchase intentions and more
positive product evaluations. Focusing on psychological ownership, Brasel and Gips (2014)
found that browsing on touch screen devices led to higher product valuations than on PCs,
concluding that consumer perceptions of online products are filtered through the lens of the
interfaces used to explore them.
It is important for retailers to understand the opportunities to enrich the customer shopping
experience on mobile devices and in-store touch screens, as mobile marketing requires a
distinct set of competencies (Ström, Vendel & Bredican, 2014). Touch screens have the
potential to enhance the in-store customer experience by bringing the benefits of online
shopping to ecommerce-savvy consumers (Gilmartin, 2016; RSR, 2016b). Developments in
image interactivity technology (IIT) improve product presentation techniques by enabling
customers to manipulate images in real-time rather than simply viewing static images. For
example, single- and multi-finger gestures such as flicking, rotating and even pinching can be
used to access and interact with product views on touch screens (Padilla, Orzechowski &
Chantler, 2012; Orzechowski, Padilla, Atkinson, Chantler, Baurley, Bianchi-Berthouze,
Watkins & Petreca, 2012). IIT has a positive impact on fulfilling users’ hedonic needs and
positively influences affective aspects of the consumer experience (Teo, Oh, Liu & Wei,
2003; Kim & Forsythe, 2007; Lee, Kim & Fiore, 2010). Consequently, it contributes to
positive attitudes towards the retailer (Wu, 2005). It is important to determine the extent to
which IIT innovation on mobile devices results in user engagement, since the result of failing
to engage consumers could be a lost sale, a disloyal consumer or a failure to transmit
information online (O’Brien & Toms, 2008). In contrast, engaged shoppers are likely to
purchase more items, more frequently than non-engaged shoppers (Shankar, Kleijnen,
Ramanathan, Rizley, Holland & Morrissey, 2016). However, there is a paucity of research 3
that examines consumer perceptions of specific touch screen features on mobile devices
(Blazquez, 2014).
This study contributes to the literature on how differences in IIT influence user
engagement when browsing clothing images. It links emerging touch screen technology to
the stream of research into user engagement commenced by O’Brien and Toms (2008; 2010;
2012). The use of innovative technologies contributes to increasing the value of online retail
(Kim & Forsythe, 2007) and if consumers consider their browsing experience as a success
and feel highly involved in their shopping task, this should lead to an increased intention to
purchase, improvement of the overall online experience, revisit intention or time spent in the
website (Merle, Senecal & St-Onge, 2012; Lee, Kim & Fiore, 2010; Park, Lennon & Stoel,
2005). In this study, data was gathered using a between-subjects design to test the effect of
two sensory stimuli, vision and simulated touch, whilst controlling for the individual trait of
need for touch whilst shopping. The remainder of this paper will explain the conceptual
background, describe the method, report the results, discuss implications for practitioners and
researchers and conclude with limitations and recommendations for further research.
2. Literature Review
2.1 User Engagement
The construct of user engagement combines behavioural, cognitive and affective responses
when using computer-based tools (O’Brien & Toms, 2008; Wiebe, Lamb, Hardy & Sharek,
2014). User engagement occurs progressively from initial “users’ assessment of, and
interaction with, interactive media interfaces, followed by deeper absorption with media
content and behavioral outcomes” (Oh, Bellur & Sundar; 2015, p3). User engagement is
particularly suitable as a way of understanding responses to touch screen technology for the
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acquisition of product information, as it incorporates both hedonic perceptions such as flow
(Trevino & Webster, 1992), utilitarian interface experiences such as perceived usability
(Davis, 1989) and task-technology fit (Goodhue & Thompson; 1995). As such, it provides a
“succinct lens” through which to unify and address several established strands of human-
computer interaction research (Wiebe, Lamb, Hardy & Sharek, 2014, p.124).
O’Brien and Toms (2010) proposed six dimensions of user engagement: (1) Aesthetics,
the visual appearance of the website, (2) Endurability, perceived task-technology fit resulting
in intention recommend to others, (3) Felt Involvement, cognitive immersion in task, (4)
Focussed Attention, flow state that results in temporal and environmental disassociation, (5)
Novelty, pleasurable cognitive stimulation and (6) Perceived Usability, the degree of
cognitive effort and affective frustration experienced during use. The User Engagement scale
was developed by O’Brien and Toms (2008; 2010; 2013) through a survey using the scenario
of general online shopping activity (O’Brien & Toms, 2010) and book purchase in a
laboratory experiment comprising search tasks (O’Brien & Toms, 2013). However, neither
study examined user engagement in the context of consumer acquisition of product
information. The process of evaluation of alternatives is an important stage of the shopping
process (Shankar, Kleijnen, Ramanathan, Rizley, Holland & Morrissey, 2016).
Continued research is needed due to the dynamic and complex nature of user engagement,
the documented fluidity of scale items, and the need to guage whether the measure allows
meaningful comparison between different task contexts (O’Brien & Cairns; 2015) and
different application features. Research is also needed to compare user engagement in
response to different sensory software stimuli. There is scant research that makes finer-
grained comparison to human-computer interaction, with exceptions being Visinescu
Sidorova, Jones and Prybutok (2015) who examined the effect of 3D vs 2D image
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manipulation upon cognitive absorption leading to purchase intention and Xu and Sundar
(2016) who differentiated how interactivity and non-interactive elements within a website
influence cognitive processing of content. To address these gaps, the present study
investigates how different forms of IIT influence user engagementwith fashion clothing
information.
2.2 Image Interactivity Technology and Fashion Retailing
Image interactivity technology (IIT) is a website feature that enables the “creation and
manipulation of product or environment images to simulate (or surpass) actual experience
with the product or environment” (Fiore, Kim & Lee, 2005, p.39). This is particularly
relevant for clothing products, which suffer from sensory impoverishment when retailed
online. There has been sustained development of IIT for the fashion retailing context
resulting in a range of IIT features including the ability to rotate and zoom into product
features, the ability to assemble distinct clothing images into one image through mix and
match technology, and the ability to simulate the appearance of clothing upon a body form
through a virtual fitting room (Lee, Kim & Fiore, 2010; Merle, Senecal & St-Onge, 2012).
Each of these features differs in the range of interactivity and the approximation to physical
vision and touch (Yu, Lee & Damhorst, 2012). A high level of interactivity positively
influences affective aspects of the consumer experience (Lee, Kim & Fiore, 2010).
Advances in IIT enable the artificial recreation of tactile and visual sources of product
information for more intuitive and interactive websites, which, in turn, allow consumers to
digitally interact with products using their fingertips in a more natural manner than using a
keyboard and mouse. It is therefore closer to the way in which shoppers would actually
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interact with the item in a physical context (Padilla, Orzechowski & Chantler, 2012;
Orzechowski, Padilla, Atkinson, Chantler, Baurley, Bianchi-Berthouze, Watkins & Petreca,
2012). Overmars and Poels (2015) examined IIT that simulates stroking gestures in the
context of two textile products (a scarf and a blanket) and showed that use improves product
understanding. They highlighted the need for extending research to other ways in which
people handle fabrics, such as scrunching.
Vision and touch make different contributions to product evaluation (Guest & Spence,
2003; Schifferstein, Otten, Thoolen & Hekkert, 2010). There is also a need to connect these
insights beyond product understanding to include user engagement as an experience that
results from interaction.
2.3 Influence of Vision upon User Engagement
Online images of merchandise are high-involvement elements of a website (Eroglu, Karen,
Machleit & Lenita, 2001). Vision is preferred to judge the macrostructural properties of a
product, such as size and shape (Spence & Gallace, 2008). Visualisation technologies, such
as 360 degree product rotation, support evaluation of the shape, size, flow and movement of
garments, which can lead to more realistic judgments (Schlosser, 2003; Kim & Forsythe,
2007; Yu, Lee & Damhorst, 2012). Park, Lennon and Stoel (2005) found 360 degree rotation
on a website to positively affect consumer mood and reduce perceptions of purchase risk,
leading to increased purchase intent. Compared with static images, IIT also enables users to
form more vivid mental images of products, resulting in more realistic judgments (Schlosser,
2003). We formulate the following research proposition (RP) that IIT allowing 360 degree
rotation will result in a greater positive user engagement response than viewing static
pictures.
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RP1: IIT serving the primary function of vision (visual rotation) has a positive and
significant effect on user engagement.
2.4 Influence of Touch upon User Engagement
Tactile cues shape perception of the microstructural features of a product and material
information such as texture (McCabe & Nowlis, 2003; Guest & Spence, 2003). IIT scrunch
and pinch features simulate tactile interaction to provide an approximation of touch-related
experience attributes such as texture and weight (Overmars & Poels, 2015). Overmars and
Poels (2015) found that simulated stroking gestures increased perceived diagnosticity of
product experience attributes and increased perceptions of control. Based on this we propose:
RP2: IIT serving the primary function of touch (tactile function) has a positive and
significant effect on user engagement.
2.5 The Relative Influence of Touch and Vision upon User Engagement
In-store, shoppers may touch, rub and crumple textiles to estimate qualities such as
softness, stretch or roughness (Orzechowski, 2010). Although there is a gap between
handling a physical textile and the perceived qualities of a textile displayed on a screen
(Gallace & Spence, 2014), tactile simulation in online environments increases cognitive
product evaluation (Daugherty, Li & Biocca, 2008). Since touch is preferred to gather
information offline about material properties, such as texture (McCabe & Nowlis, 2003;
Spence & Gallace, 2008), we propose:
RP3: IIT serving the primary function of touch (tactile function) has a greater impact on
user engagement than IIT serving the primary function of vision (visual rotation).
2.6 The Mediating Influence of the Need for Touch8
The need for touch (NFT) whilst shopping is an individual trait defined as “a preference
for the extraction and utilization of information obtained through the haptic system” (Peck &
Childers, 2003, p.431). Individuals with a high NFT are more likely to access haptic or touch-
based information than those individuals with a lower NFT. Peck and Childers (2003) also
differentiated between those who touch products for the sensory pleasure of the experience,
and the instrumental dimension related to those who touch for a rational purpose. As such,
NFT plays an important role in the consumer’s choice of shopping channel (Citrin, Stem,
Spangenberg & Clark, 2003) so that individuals with a high NFT are unlikely to find online
shopping desirable for products that encourage tactile interaction (Dennis, Jayawardhena &
Papamatthaiou, 2010). Hence, we propose that NFT will mediate the degree of user
engagement that is experienced when using IIT for vision and touch:
RP4 NFT will mediate the relationship between IIT use and user engagement.
3. Methodology
3.1 Design and Participants
A between-subjects experiment with two levels of image interactivity (visual rotation and
simulated tactile scrunch) was conducted to undertand the effects of different IIT features on
user engagement. A total of 218 student subjects participated and were recruited from two
UK universities with an incentive of entry into a prize draw for a £50 online shopping
voucher. A student sample was chosen to reflect trends in online shopping patterns in the UK
which show that younger consumers (16-24 years old) buy more clothes online than in-store
(Mintel, 2014). The achieved sample were predominantly female (87%), had purchased
online in the last six months (89%) and browsed online for fashion every week (77%). These
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characteristics reflect statistics which indicate that more female than male shoppers use
mobile devices when browsing and purchasing clothes online (Mintel, 2014).
3.2 Materials and Procedure
A digital tool called Shoogleit (Padilla & Chantler, 2011) was used to create interactive
product visualisations from pre-recorded video by merging visual and tactile inputs (see
Figure 1). Shoogleit adds user-controlled interactivity to any object on a touch screen by
merging user gestures on mobile devices with animations matching the gesture on a real
object. The garments selected were a ladies chiffon dress and a mens cotton shirt. Pilot tests
amongst 20 participants determined that the garments and fabrics selected were perceived as
having visual and tactile attributes (Overmars & Poels, 2015). To control for model
preference in the visual treatment, the models’ heads were cropped.
We used a two-step procedure with the experimental treatment followed by a self-
completed paper questionnaire. After giving informed consent, participants were randomly
allocated to either the control, vision or touch experimental groups. Female participants were
assigned to the chiffon dress and male participants were assigned to the cotton shirt.
Established principles of experimental research design (Field & Hole, 2002) were followed.
Experiments took place in rooms with no other stimuli that could affect the results. In each
group, each subject was asked to browse the clothing item on an iPad for up to 5 minutes as if
evaluating it for possible purchase and then after browsing, given the paper questionnaire to
complete within 15 minutes.
The control group (n=46) were given static images of the front and back of the garment on
the model to view on an iPad (see Figure 2). The vision group (n=79) used Shoogleit rotate
technology on an iPad. This allowed them to use their fingertips to rotate the model in the
garment through 360 degrees (see Figure 3). The touch group (n=92) used Shoogleit scrunch 10
technology on an iPad, which enabled them to pinch and scrunch a section of the clothing
fabric with their fingertips (see Figure 4). This group was also provided with a laminated
picture of the front and back view of the garment on the model so they could relate the fabric
section to the whole garment.
[Insert Figure 2, 3 and 4]
3.3 Measures
3.3.1 User Engagement
User Engagement was measured through the application of 10 items drawn from the
highest factor loading items of O’Brien and Toms’ (2010) User Engagement scale. Responses
were measured on a 7 point Likert scale (1 = totally disagree to 7 = totally agree). Five of the
six proposed dimensions of user engagement were selected. “Aesthetics” was dropped since
this sub-scale measures response to the visual quality of the shopping website as a whole,
whilst this study focuses upon an isoloated website feature and not the total site. Scale
reliability was acceptable with a Cronbach’s alpha value of .78, which is comfortably over
the suggested α of .7 (De Vellis, 2003) and scores were calculated for an overall measure of
user engagement. The User Engagement scale data was normally distributed.
3.3.2 Need for Touch
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Attractiveness of the models wasmeasured on a 10-point Likert-type scale with threeitems (“The model is
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beautiful/handsome,” “She/Helooks good,” and “This model is attractive”). Similarmeasures have been previously used by Peck and Lo-
13
ken (2004), as well as Bian and Foxall (2013). The threeitems in this scale were averaged to form an index,and Cronbach’s alpha for the
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items was 0.97. To mea-sure product attitudes a 10-point bipolar scale with fouradjective pairs (bad–good, dislike–like, unpleasant–
15
pleasant, negative–positive) was used. Similar scaleshave been used by, for example, Petty, Cacioppo, and
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Schumann (1983), and Debevec and Romeo (1992).Cronbach’s alpha for the four items in this scale was0.97 and the items were
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averaged to form an indexAttractiveness of the models wasmeasured on a 10-point Likert-type scale with three
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items (“The model is beautiful/handsome,” “She/Helooks good,” and “This model is attractive”). Similarmeasures have been previously
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used by Peck and Lo-ken (2004), as well as Bian and Foxall (2013). The threeitems in this scale were averaged to form an index,
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and Cronbach’s alpha for the items was 0.97. To mea-sure product attitudes a 10-point bipolar scale with fouradjective pairs (bad–good,
21
dislike–like, unpleasant–pleasant, negative–positive) was used. Similar scaleshave been used by, for example,
22
Petty, Cacioppo, andSchumann (1983), and Debevec and Romeo (1992).Cronbach’s alpha for the four items in this scale was
23
0.97 and the items were averaged to form an index
NFT was measured on a 7 point likert scale (1 = totally disagree to 7 = totally agree) with
6 items adapted from Peck and Childers’ (2003) scale, which contained three items each
relating to sensory and instrumental dimensions (Lee, Chang & Cheng, 2014). The NFT scale
was reliable with Cronbach’s alpha value of .79. The NFT data showed slight negative
skewness and kurtosis. However, this is unlikely to make a significant difference to the
analysis, and with large samples, the risk of an underestimation of variance is low
(Tabachnick & Fidell, 2013).
4. Results
The data analysis reports the main effects between User Engagement and IIT (scrunch and
rotate) and explores whether NFT acts as a covariate for this relationship.
4.1 Influence of Vision and Touch on User Engagement
Table 1 presents the mean scores for each of the experimental conditions. Columns give
each experimental condition and rows show measures for the dimensions of user engagement
according to O’Brien and Toms (2010). The first column shows the control condition, where 24
participants viewed only static images. The results show the lowest mean average of 1.34 for
novelty, which indicates that participants tended to totally disagree that they felt curiosity or
interest during their browsing experience. There was a tendency to somewhat disagree that
static images provided focused attention, which comprises experiences of flow and task
absorption. In contrast, there was total agreement that the browsing experience using static
images delivered perceived usability and a tendency to somewhat agree that there was felt
endurability and felt involvement. This means that participants tended to agree that they felt
in control and not frustrated or mentally taxed when viewing static images and also felt that
their goals had been successfully achieved and remained involved in the browsing
experience.
The second column shows the average means for the visual rotation condition with the
lowest mean of 3.15 for focused attention, which indicates that participants did not feel high
immersion in the browsing task while using this technology. However, they somewhat agreed
with felt involvement, endurability and perceived the technology as novel compared to the
static pictures. The highest mean of 5.52 is for the perceived usability construct, even higher
than its mean for the tactile simulation condition, which shows the importance of visual
simulation for product judgement.
The third column shows the average mean for the tactile simulation/scrunch condition.
With the exception of perceived usability, this condition comprises the highest average means
for all constructs, demonstrating that scrunch technology focuses attention, generates
involvement and endurability and is perceived as novel.
Table 1: Means for Each User Engagement Dimension
Dimension (a) Control Condition (b) Visual Rotation (c) Tactile SimulationFocussed Attention 2.59 3.15 3.32Felt Involvement 4.26 4.91 5.40
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Endurability 4.50 5.11 5.08Novelty 1.34 4.63 4.95Perceived Usability 5.62 5.56 5.45
A one-way analysis of variance (ANOVA) was used to test difference in user engagement
between participant groups. Results show that there is a significant effect of experimental
condition (static picture, rotation, scrunch) upon user engagement (F (2,112) =8.55, p=.00
(r= .07). Planned contrasts using Tukey’s HSD test shows that there were significantly
different scores between the control condition (static picture) and the treatment groups (rotate
and scrunch), but that there was not a significant difference in user engagement between the
rotate and scrunch condition. Results support RP1 and RP2 in that both rotate and scrunch IIT
have a positive and significant effect on user engagement. However, there is no support for
RP3 as there is no statistically significant difference between the scrunch (touch) and rotate
(visual) conditions.
Table 2: Results of Post Hoc Comparison of IIT use on User Engagement
Dependent Variable (a) Control Condition (b) Visual Rotation (c) Tactile SimulationUser Engagement 4.15* (b, c) 4.71* (a) 4.71* (a)Notes: *p<0.05 Superscript letters a, b, or c indicate those conditions that are significantly different from the mean value.
Differences in types of interaction are more apparent when examining the means for all
dimensions (Table 1), with the highest mean always seen for the scrunch (touch) condition,
followed by rotate (vision). The biggest differences between the two were found in the
“involvement” and “novelty” constructs. Static (control) pictures were always the lowest.
This indicates that providing IIT for consumers when browsing clothing on a touch screen
helps them to feel more engaged, hence there is support for both RP1 and RP2. However, the
difference between rotate and scrunch condition is not statistically significant and thus RP3,
which hypothesized that tactile simulation would have a greater impact upon user
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engagement than visual rotation, is not supported. This may be explained by respondents
wishing to interact with and see with the whole garment rather than just a section of the
fabric. This seems commensurate with the physical experience of shopping for clothes, since
consumers may be more likely to pick up a garment on a hanger and turn it around rather than
feeling the fabric.
4.2 Mediating Influence of Need for Touch
A one-way between-groups ANCOVA (Analysis of Covariance) was conducted to
understand whether NFT during browsing had an effect on respondents’ User Engagement
when using IIT. The Levene’s test of equality of error variances showed that we did not
violate assumptions; our variances were not equal (p= .27). The covariate NFT was not
significantly related to user engagement (F, 2, 214= 0.74, p=.39, r=.06) but there remained a
significant effect of IIT upon user engagement after controlling for NFT (F (2, 214) = 8.26,
p=.00, partial eta squared =.072). Therefore, RP4 was not supported. NFT does not act as a
covariate between IIT and user engagement, which suggests that the IIT succeeds in fulfilling
a tactile function.
5. Discussion
This paper contributes empirical evidence of user engagement with touch screen
interactivity. Results show that visual rotation and tactile simulation features on a touch
screen, specifically an iPad, contribute to an increase in user engagement when compared to a
static image. Our work makes a methodological contribution both in its adaption of the
O’Brien and Toms’ (2010) User Engagement scale but also through showing that a reduced
scale of 10 items is reliable.
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The results confirm that the presence of IIT contributes to a higher level of user
engagement and therefore provides a means of increasing the multisensory enjoyment and
entertainment value of browsing on a touch screen. Even if IIT cannot fully translate the
physical properties of clothing to the touch screen, it nevertheless contributes to improving
the tactile information related to high-involvement components for fashion consumers
(Eroglu, Karen, Machleit & Lenita, 2001) and product features that are related to touch
properties (McCabe & Nowlis, 2003).
This paper makes two theoretical contributions: firstly by connecting emerging touch
screen technology to a relatively new psychological construct and scale and meeting a
research need for investigating user engagement in different contexts; secondly, by presenting
results that show that the individual trait of need for touch does not influence the direct
relationship between the sensory stimuli of vision and simulated touch with user engagement.
This provides support for work indicating that smartphone use satisfies a range of individual
psychological needs, including need for touch (Lee, Chang & Cheng, 2014).
There are practical implications for both online and offline retailers. The devices used in
online shopping have evolved from PC to mobile and as a result, retailers need to redesign
interaction to enhance the user experience (Bilgihan, Kandampully & Zhang, 2016). The
challenge here is related on the one hand to the development of technologies capable of
delivering credible and reliable tactile sensations over distance, and on the other to the use
marketing strategies that somehow allow people to ‘touch before buying’. Our experiment
uses an iPad touch screen device which is readily available on the market for use by retailers.
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We show that Shoogleit IIT provides a way of overcoming the lack of physical experience
for online retailers of fabric and apparel products. We show that IIT enables the consumer to
evaluate the product and so increases user engagement, which is a holistic measure of both
hedonic and instrumental responses to the mobile browsing process, reducing the physical-
digital divide and thus enabling retailers to create engaging shopping websites. Results
suggest that consumer uptake of IIT for browsing fabric and apparel products on touch
screens would be positive, given the greater level of engagement that was experienced in the
two experimental conditions, compared to the control condition where only static pictures
were presented. Since engagement with the technology is one of the main factors influencing
consumers to choose one website or application over others (Calder, Malthouse & Schaedel,
2009), retailers should provide augmented types of IIT to create a more immersive mobile
shopping experience.
Shoogleit IIT provides a way of overcoming the lack of physical experience for online
retailers of fabric products. By adopting such technology, online retailers of fabric and
apparel products could potentially increase the value of product information presented,
engage their consumers more effectively in an active shopping experience, increase the
number of unique and repeat traffic visitors for a site, and ultimately establish an online
competitive advantage. Furthermore, better virtual product experiences could enhance how
consumers learn by saving time and eliminating unnecessary information. By using IIT,
online retailers could begin to establish a virtual product experience that alters the way
consumers interact with products and mimics the physical shopping experience to a greater
degree than seen before.
6. Limitations and Suggestions for Future Research 29
We acknowledge that our research is limited by the fact that participants interacted with
the technology in an experimental setting and therefore the general set-up of the study did not
fully represent the natural context of online browsing and shopping. Future research might be
replicated using field trials either in the home environment over an extended period of time of
in a retail environment where goods might not be physically available due to stock
limitations. Data was gathered using a self-report survey and future research might
supplement this method with eye-tracker data or galvanic response sensors to provide greater
insight into the influence of online stimulation on consumer behaviour.
Overall however, our results provide support for future research that seeks to develop
commercially viable (and realistic) touch screen interfaces that could bring the tactile
attributes of the physical shopping experience to online shopping. The rapid development of
mobile augmented reality suggests that there is potential for retail settings to become smarter
and add customer value (Dacko, 2016). Incremental advances in technology, such as IIT,
contribute to bridging the gap between a static experience and a truly haptic one. To
conclude, this study connects with a growing literature on engagement as a behavior across a
range of devices and applications. The results provide a foundation for additional research
into the role of visual and tactile interactivity within the broader field of user engagement and
immersion.
7. Conclusion and Implications
This study examined how user engagement is related to IIT visual (product rotation) and
touch-related features (fabric scrunch) when browsing fashion apparel. In addition, we tested
the extent to which the need for touch strengthens or weakens any identified relationship.
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Data was collected using a two-step experimental design which tested the differences in user-
engagement between three conditions: static image (the control condition), product rotation
and scrunch. Empirical results provide three insights (1) the presence of IIT results in
increased user engagement compared to the control condition, (2) visual or touch-related
features are equal in their effect (3) a user’s need for touch does not affect their engagement
response to IIT. The implication for retailers is that IIT can create an immersive shopping
experience that overcomes the need for physical touch and thus improves the quality of the
online shopping experience. The implications for researchers of human-computer interaction
are that IIT satisfies the sensory need for touch and thus there is a scope to revisit prior
research into the influence of individual psychological traits upon technology response.
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Figures
Figure 1: Shoogleit multi-gesture interface on touch screen (Orzechowski, Padilla,
Atkinson, Chantler, Baurley, Bianchi-Berthouze, Watkins & Petreca, 2012)
Figure 2: Ladies chiffon dress and mens shirt static image
Figure 3: Ladies chiffon dress and mens shirt visual rotation
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Figure 4: Chiffon fabric and shirt fabric “scrunch” tactile simulation
40